Wait, what? I thought the upcoming version was 1.4c? Well, despite some pre-release testing, a critical bug appeared in the 1.4c version right after it was uploaded to MMH, which forced us to skip immediately to the next version. The important thing is, it is finally out!

New features in this version include season effects and a new tribute system, based on investing your tribute into a ship which you need to send to your allies port, rather than the instant tribute of the default warcraft system. This is to prevent situations where the US end up feeding resources to the USSR or UK while sitting safely back across the atlantic. It also encourages the use of naval blockades to prevent the transfering of resources, much like the situation during the lend-lease contracts and the shipping of equipment to aid britain during the blitz.

Finally, the airplane system has been reverted back to what it used to be, since the "improvements" made last version proved to be crucially flawed. People who were avoiding the last version can now benefit from the improved balance and performance which was promised. You will find the new version in the downloads section, aswell as on MakeMeHost.com and Entgaming.net.

To those interested in grand-scale diplomatic maps, i also want to promote a new project which i (Fingolfin) have been working on the past months - a modern warfare sandbox map known as World Domination. It has a flux economy system inspired by Supreme Commander, and walks in the steps of maps such as The Alternate Future and Nuclear Sunrise. Another unique feature is that it has a fully custom AI system which can support a full house of bots! For more information, check out the thread below:

So, i realise there were some issues with the airplanes in the last version. Graphical bugs, underpowered fighters, and a bunch of other things. To straighten things up, i have started working on a new version to resolve these issues. I made a completely revamped airplane system which is much more simple, yet looks better than the current one. My hopes are that less complexity will mean less bugs, and that the planes will act more natural. The new system also has support for inertia, which is something you need to see to realise how cool it looks. Until it is done i am considering uploading a temporary version where the airplane system is reset to what it was before. It will revert the airplane vs ship situation to the crappyness it used to be, but i suspect the hardcore players will still appreciate it.

It's friday! That means the world in Flames team is kickin' in the front seat, sittin' in the back seat and releasing a new god damn version of World in Flames! This version features a complete overhaul of the airplane system, giving players the ability to FINALLY select individual targets for their fighters and dive bombers. It also lets them use the same attack type as other units, giving more emphasis to the role of each unit. As icing on the cake, cruisers now do significantly less damage against air units, and dive bombers deal double damage against all ships. This means that a desicive bomber strike can severely damage or even sink a cruiser, and my hopes are that this will lead to more carrier battles on the oceans! Another viable strategy is to focus down all enemy destroyers to make way for your submarines to settle the deal. Overall, this version brings a lot of new features to the board and i am glad to finally have it out.

This is also a special day for other reasons, since it is none less than Vuormas birthday! So let's all get out there and celebrate him by playing some awesome WiF games this weekend to honor his contribution.

I thought it was time to explain my absence as I keep getting asked and contacted about this. For a long time, Fingolfin has been the only one working on the ingame version of World in Flames. I love World in Flames and I still believe it to be one of the, if not the best custom map in Wacraft 3 if I might say so. I have however prioritized my time on another project.

As I mentioned almost a year ago in "The future of World in Flames" I had started working on a standalone real-time strategy engine late 2011, and this is finally starting to become a game. It is not a new World in Flames, but who knows what the future might entail.

If you're interested, the name of the game is Terra Militia you can find the website for it here. It's similar to World in Flames in the way that it's fully inspired and based on our history, lack of micromanagement and its massive scope which includes gigantic maps, large armies and often longer matches than those of other real-time strategy games.

I had a great time developing and playing World in Flames with all of you, and this is as close to a official "goodbye" from me as it gets. I'll still run maintenance on the website and forums, and occasionally pick up Warcraft 3 for a game or seven of WiF but most doubtfully will I ever return to Warcraft 3 mapping. Instead, I've made a map editor for Terra Militia, with triggers and other features inspired by the Warcraft 3 Editor (hint hint)

Old World in Flames Beta Testers, feel free to send me a PM if you wish to join the alpha for Terra Militia.

It has been several years of hard work, but i am now happy to announce that World in Flames is finally out of beta!

This means that we are now confident that the current game features can give a complete gameplay experience. There is still work to be done however, and we will continue releasing updates dealing with balance and other small features to increase polish. The next big planned feature is a "Cold War" game mode, where all tech is unlocked, some faction names are changed, and the relations between the Soviet Union and USA are extremely poor by default.

Version 1.4 introduces Sea Control Points, which will give more importance to naval supremacy in the game. Other big features are the fact that infantry now spawn in groups of 5, with their cost and build time multiplied appropriately, and that all units do 10% less damage; an attempt to reduce the spam-element in gameplay. Most crucially, it fixes the game-breaking bug where the Air Doctrine would have no effect. A full list of changes follows:

Features:

Sea Control Points are now present across the oceans. They grant income just like cities, but cannot train units and can only be captured by ships.

Soldiers are now trained in squads of 5, and have their cost and training time multiplied appropriately.

Bug Fixes:

Air Doctrine is now properly applied.

All japanese objectives now work properly.

Changed the name of Ankara to Jerusalem, which ofcourse is the correct name.

Fixed a few pathing bugs.

"Tribute Building" works much better now.

Japanese engineers can no longer shoot ships.

Balance:

Increased the range of submarines by 100.

The damage of all units is reduced by 10%, to make battles last longer.

Further reduced the speed of transport ships.

Increased the range and speed of Anti Tank-guns to help them catch up with infantry.